I haven't worked on the run since my last upload. I've been very busy. I'll work on the run over the next three days. This is a very crucial segment and I'm forced to abuse the 'random' nature of items a lot. Getting 5+ enemies to die at the same time and give you what you want is quite a chore...
Here is an update. I was planning on releasing my progress after I finished the wrecked ship but there is so much new material here and I didn't want to overwhelm everyone :O)
http://dehacked.2y.net/microstorage.php/info/33/MF_M3_WreckedShip1.smv
Instead of explaining everything I'll just answer any questions you guys might have. Things to look for in the smv (slow motion recommended):
1) Waterball - New technique to travel through water fast.
2) Anti-treadmill - Cancel the effects of the treadmills.
3) Ghost Samus - Pass through solid enemies and ceilings.
I pause so that the items spawned will be exactly what I want and where I want them. I needed power bombs and that exact amount of health so I found the frame to unpause that would give me those. Pausing doesn't add to the in-game time.
Right after you've left the room with the energy tank you take some damage from an electric thingie. seems like you are propelled quite a distance to the right, yet your goal is down and left. Couldn't those frames have been done faster? (no offense)
EDIT: What's a threadmill?
Gorling, as far as I know there are only three options here.
1) Fall, land on platform, jump over spark.
2) Turn into a ball and morph out right at the spark. This enables you to pass through the spark without the knockback.
3) Do as I've done and take the knockback.
The third way is the fastest as far as I'm concerned. You do get knocked to the right but you also get knocked down. I tried all three methods and the third had the lowest frame count. It may not look optimal but it's a screwy area that requires a not-so-fluid trick.
Truncated, this is another example of a maneuver that looks slow but is surprisingly faster. If I start from farther back I can gain more momentum before I jump. I make up the lost time while falling. Originally I had planned to recoil from that spark but it doesn't spawn fast enough to save me time.
If anyone could actually take a savestate from my smv and show a certain method is faster I'd definitely appreciate it.
Joined: 8/25/2004
Posts: 44
Location: St. Louis, Missouri, USA
Do you know if there are any areas earlier in the game that could benefit from the "Ghost Samus" trick?
This run is looking spectacular, by the way. Keep up the good work.
Thank you. No, I don't know of any areas earlier in the game. Passing through a ceiling requires a precise separation between the ceiling and the floor you are ducking on. So far that is the only place in the game I've found you can do that. You can freeze enemies and sometimes get out of certain rooms. So far nobody has found a trick of this sort that saves time in a speedrun, though.
That's not true. I saw a 100% console-run which used this "glitch" to get Spring Ball without Grappling Beam (by freezing a enemy). I assume you will do the same thing given the route you've taken.
Pardon me for being the most noob ever, but how do I tell which version of any emulator to run while playing an smv or any emulator video file? Does the maker of the video have to tell everyone which version it was played on every time? For example, the latest snes9x goes out of sync with MF's most recent update. Of course I could be doing something else wrong because it's starting at the beginning of the game.
Oddity: If you've been able to view the previous updates of this movie and it's only going out of sync now with this latest one, most likely it's because you loaded a save state to continue and he changed something in the movie that was earlier than that save state. At least, that's what happened with me, not sure what changed but I had to fast forward from a much earlier save state to fix it.
Otherwise, your problem sounds like a mismatched ROM - the movie is using the (JU) [!] version.
About the emulator version:
So, uh, I'd recommend using that one for viewing current smv's.
I figured something out, whatever it was, before you said that, so sorry. I can't really explain what was wrong. I downloaded the newest version, had problems even loading the ROM, then played the movie, fiddled with some sound options, and when the gameplay started all the moves were offsync. It was probably messing with the sounds that did it.
I guess I finally had to vent my frustration of not wanting to watch all the original emulator movies for any time attack ever, even though they are a million times smaller in file size, because I was never a fan of trying to hunt down a million versions of emulators.
Either way, the video totally blows that "SuperMetroid_4704x100_cheated.avi" out of the water. I went back to watch some of that and was like GHRAAAGH WHAT IS HE DOING?! SO SLOOOOOOW" when I previously was amazed by it. Even when I was amazed by that video I still noticed a tiny bit of slowness that just...irked me. Something about all these runs of SM always have some kind of slow feeling to them like when people land and start running at that incredible slow rate, etc. I always thought there must be tons more ways to bypass all the slowness, and this new video seems to do every one of them.
Morphing ball trick in water is lovely :)
But that whole wrecked ship "level" seems slow. I know that you made it as fast as possible.. but its part of the game! There are so much work put in this level, just like every damage taken, and that glitch through wall. I think it's still very enjoyable !
keep on :]
Ok, I have the right version of everything now. Sorry, I assumed it was like 10 pages back and didn't have time to search every page...
Just so everyone knows, keep just the initial Volume Envelope Height Reading box open, or it still desyncs near the start...
"If all you did this year was sit in your cubicle and masturbate...say you're a self-starter who proactively reengineered your personal inventory with Total Quality, conforming to all EEO/OSHA/ISO9000 requirements."-Scott Adams
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Some of us pretty much solved the random access issue.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Absolutely slick the way you shot through the water there, man.
I noticed one thing though, and forgive me if it was mentioned before and I forgot about it - when you got most of the items, you weren't in mid-turnaround anymore; did that end up being slower or something?
Great work as usual. Looking forward to seeing the finished run!